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48    <title>nw::gfx::Skeleton</title>
49  </head>
50  <body>
51    <h1><CODE><a href="../../../nw/Overview.html">nw</a>::<a href="../../../nw/gfx/Overview.html">gfx</a>::Skeleton</CODE> Class</h1>
52    <h2>Syntax</h2>
53    <div class="section">
54      <pre class="definition">class Skeleton : public <a href="../../../nw/gfx/SceneObject/Overview.html">nw::gfx::SceneObject</a></pre>
55    </div>
56    <h2>Description</h2>
57    <div class="section">
58      <p>Interface that represents the internal hierarchical structure of a <span><CODE>SkeletalModel</CODE></span> object.</p><p>The <CODE>ISkeleton</CODE> class has been eliminated and replaced by <a href="../../../nw/gfx/Skeleton/Overview.html"><CODE>Skeleton</CODE></a>.</p></div>
59    <a name="class" id="class">
60      <h2>Classes</h2>
61      <div class="section">
62        <table class="members">
63          <tr>
64            <th>
65              <a href="../../../nw/gfx/Skeleton/MatrixPose/Overview.html"><CODE>nw::gfx::Skeleton::MatrixPose</CODE></a>
66            </th>
67            <td>Class that indicates a skeleton matrix.</td>
68          </tr>
69          <tr>
70            <th>
71              <a href="../../../nw/gfx/Skeleton/OriginalPose/Overview.html"><CODE>nw::gfx::Skeleton::OriginalPose</CODE></a>
72            </th>
73            <td>Class that indicates a skeleton's initial pose.</td>
74          </tr>
75          <tr>
76            <th>
77              <a href="../../../nw/gfx/Skeleton/TransformPose/Overview.html"><CODE>nw::gfx::Skeleton::TransformPose</CODE></a>
78            </th>
79            <td>Class that indicates the pose bound to a movement.</td>
80          </tr> </table>
81      </div>
82    </a> <a name="typedef" id="typedef">
83      <h2><CODE>typedef</CODE> Definitions</h2>
84      <div class="section">
85        <table class="members">
86          <tr>
87            <td width="100" />
88            <th>
89              <a href="../../../nw/gfx/Skeleton/CalculateMatrixSignal.html"><CODE>CalculateMatrixSignal</CODE></a>
90            </th>
91            <td>Definition of a callback signal that is called during matrix calculation.</td>
92          </tr>
93          <tr>
94            <td width="100" />
95            <th>
96              <a href="../../../nw/gfx/Skeleton/CalculateMatrixSlot.html"><CODE>CalculateMatrixSlot</CODE></a>
97            </th>
98            <td>Definition of a callback slot that is called during matrix calculation.</td>
99          </tr> </table>
100      </div>
101    </a> <a name="constant" id="constant">
102      <h2>Member Constants</h2>
103      <div class="section">
104        <table class="members">
105          <tr>
106            <td width="100">
107              <span class="static_style" title="static">S</span>
108            </td>
109            <th>
110              <span class="argument"><a href="../../../nw/gfx/SceneObject/DEFAULT_MAX_CHILDREN.html"><CODE>DEFAULT_MAX_CHILDREN</CODE></a></span>
111            </th>
112            <td width="100"><CODE>const int</CODE></td>
113            <td>Maximum number of children when a fixed amount of memory is used.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.)</td>
114          </tr>
115          <tr>
116            <td width="100">
117              <span class="static_style" title="static">S</span>
118            </td>
119            <th>
120              <span class="argument"><a href="../../../nw/gfx/SceneObject/DEFAULT_MAX_CALLBACKS.html"><CODE>DEFAULT_MAX_CALLBACKS</CODE></a></span>
121            </th>
122            <td width="100"><CODE>const int</CODE></td>
123            <td>Maximum number of callbacks when a fixed amount of memory is used.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.)</td>
124          </tr>
125          <tr>
126            <td width="100">
127              <span class="static_style" title="static">S</span>
128            </td>
129            <th>
130              <span class="argument"><a href="../../../nw/gfx/SceneObject/MAX_NAME_LENGTH.html"><CODE>MAX_NAME_LENGTH</CODE></a></span>
131            </th>
132            <td width="100"><CODE>const int</CODE></td>
133            <td>Limit on names of scene objects.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.)</td>
134          </tr> </table>
135      </div>
136    </a> <a name="variable" id="variable">
137      <h2>Member Variables</h2>
138      <div class="section">
139        <table class="members">
140          <tr>
141            <td width="100"> </td>
142            <th>
143              <span class="argument"><CODE>NW_UT_RUNTIME_TYPEINFO</CODE></span>
144            </th>
145            <td width="100" />
146            <td>
147        </td>
148          </tr> </table>
149      </div>
150    </a> <a name="function" id="function">
151      <h2>Member Functions</h2>
152      <div class="section">
153        <table class="members">
154          <tr>
155            <th class="category" colspan="3">Resources</th>
156          </tr>
157          <tr>
158            <td width="100">  </td>
159            <th>
160              <a href="../../../nw/gfx/Skeleton/GetResSkeleton.html"><CODE>GetResSkeleton</CODE></a>
161            </th>
162            <td>Gets the skeleton resource.</td>
163          </tr>
164          <tr>
165            <td width="100">  </td>
166            <th>
167              <a href="../../../nw/gfx/SceneObject/GetResSceneObject.html"><CODE>GetResSceneObject</CODE></a>
168            </th>
169            <td>Gets the scene object resource.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.)</td>
170          </tr>
171          <tr>
172            <td width="100">  </td>
173            <th>
174              <a href="../../../nw/gfx/SceneObject/GetName.html"><CODE>GetName</CODE></a>
175            </th>
176            <td>Gets the name from the resource.(Derived from <a href="../../../nw/gfx/SceneObject/Overview.html"><CODE>SceneObject</CODE></a>.)</td>
177          </tr>
178          <tr>
179            <th class="category" colspan="3">Update</th>
180          </tr>
181          <tr>
182            <td width="100">  </td>
183            <th>
184              <a href="../../../nw/gfx/Skeleton/IsUpdated.html">IsUpdated</a>
185            </th>
186            <td>Gets whether the skeleton has already been updated.</td>
187          </tr>
188          <tr>
189            <td width="100">  </td>
190            <th>
191              <a href="../../../nw/gfx/Skeleton/SetUpdated.html">SetUpdated</a>
192            </th>
193            <td>Sets whether the skeleton has already been updated.</td>
194          </tr>
195          <tr>
196            <th class="category" colspan="3">Owner</th>
197          </tr>
198          <tr>
199            <td width="100">  </td>
200            <th>
201              <a href="../../../nw/gfx/Skeleton/GetOwnerSkeletalModel.html"><CODE>GetOwnerSkeletalModel</CODE></a>
202            </th>
203            <td>Gets the owner of a skeletal model.</td>
204          </tr>
205          <tr>
206            <td width="100">  </td>
207            <th>
208              <a href="../../../nw/gfx/Skeleton/SetOwnerSkeletalModel.html"><CODE>SetOwnerSkeletalModel</CODE></a>
209            </th>
210            <td>Sets the owner of a skeletal model.</td>
211          </tr>
212          <tr>
213            <th class="category" colspan="3">Pause</th>
214          </tr>
215          <tr>
216            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
217            </td>
218            <th>
219              <a href="../../../nw/gfx/Skeleton/LocalTransformPose.html"><CODE>LocalTransformPose</CODE></a>
220            </th>
221            <td>Gets the pose for a local transform.</td>
222          </tr>
223          <tr>
224            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
225            </td>
226            <th>
227              <a href="../../../nw/gfx/Skeleton/WorldTransformPose.html"><CODE>WorldTransformPose</CODE></a>
228            </th>
229            <td>Gets the pose for a world transform.</td>
230          </tr>
231          <tr>
232            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
233            </td>
234            <th>
235              <a href="../../../nw/gfx/Skeleton/WorldMatrixPose.html"><CODE>WorldMatrixPose</CODE></a>
236            </th>
237            <td>Gets the pose for a world matrix.</td>
238          </tr>
239          <tr>
240            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
241            </td>
242            <th>
243              <a href="../../../nw/gfx/Skeleton/SkiningMatrixPose.html"><CODE>SkiningMatrixPose</CODE></a>
244            </th>
245            <td>Gets the pose for a skinning matrix.</td>
246          </tr>
247          <tr>
248            <td width="100"> <span class="virtual_style" title="pure-virtual">PV</span>
249            </td>
250            <th>
251              <a href="../../../nw/gfx/Skeleton/LocalOriginalPose.html"><CODE>LocalOriginalPose</CODE></a>
252            </th>
253            <td>Gets the original pose.</td>
254          </tr>
255          <tr>
256            <th class="category" colspan="3">Callbacks</th>
257          </tr>
258          <tr>
259            <td width="100">  </td>
260            <th>
261              <a href="../../../nw/gfx/Skeleton/PreCalculateMatrixSignal.html"><CODE>PreCalculateMatrixSignal</CODE></a>
262            </th>
263            <td>Gets the signal before the bone matrix is calculated.</td>
264          </tr>
265          <tr>
266            <td width="100">  </td>
267            <th>
268              <a href="../../../nw/gfx/Skeleton/PostCalculateMatrixSignal.html"><CODE>PostCalculateMatrixSignal</CODE></a>
269            </th>
270            <td>Gets the signal after the bone matrix is calculated.</td>
271          </tr>
272          <tr>
273            <th class="category" colspan="3">Create/Destroy</th>
274          </tr>
275          <tr>
276            <td width="100">  </td>
277            <th>
278              <a href="../../../nw/gfx/GfxObject/Destroy.html"><CODE>Destroy</CODE></a>
279            </th>
280            <td>Destroys an object.(Derived from <a href="../../../nw/gfx/GfxObject/Overview.html"><CODE>GfxObject</CODE></a>.)</td>
281          </tr>
282          <tr>
283            <th class="category" colspan="3">Constructors and Destructors</th>
284          </tr>
285          <tr>
286            <td width="100">
287              <span class="protected_style" title="protected">protected</span>  </td>
288            <th>
289              <a href="../../../nw/gfx/Skeleton/Skeleton.html"><CODE>Skeleton</CODE></a>
290            </th>
291            <td>Constructor.</td>
292          </tr>
293          <tr>
294            <td width="100">
295              <span class="protected_style" title="protected">protected</span> <span class="virtual_style" title="virtual">V</span>
296            </td>
297            <th>
298              <a href="../../../nw/gfx/Skeleton/~Skeleton.html"><CODE>~Skeleton</CODE></a>
299            </th>
300            <td>Destructor.</td>
301          </tr> </table>
302      </div>
303    </a>
304    <h2>Class Hierarchy</h2>
305    <div class="section">
306      <p class="hierarchy"><a href="../../../nw/gfx/GfxObject/Overview.html">nw::gfx::GfxObject</a><br />  <a href="../../../nw/gfx/SceneObject/Overview.html">nw::gfx::SceneObject</a><br />    <b>nw::gfx::Skeleton</b>
307      </p>
308    </div>
309  <hr><p>CONFIDENTIAL</p></body>
310</html>
311